<?xml version="1.0" encoding="utf-8"?><rss xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" version="2.0"><channel><title>GalCiv II Forums » RSS Feed » Warfare Posts</title><link>https://feeds.feedburner.com/Stardock/GalCiv2/forum/251</link><copyright>© 2006 - 2026 Stardock Corporation. All rights reserved.</copyright><description>Recent Posts In Warfare</description><language>en-us</language><pubDate>Wed, 29 Apr 2026 10:02:16 AM -0400</pubDate><lastBuildDate>Wed, 29 Apr 2026 10:02:16 AM -0400</lastBuildDate><docs>http://cyber.law.harvard.edu/rss/rss.html</docs><generator>Stardock Rss Generator v1.0</generator><managingEditor>info@stardock.com</managingEditor><webMaster>kwilas@stardock.com</webMaster><item><author>benjideaula</author><comments>https://forums.galciv2.com/417485</comments><description><![CDATA[There should be a mode where you can take any ship you want and make them fight other ships that you choose.  ]]></description><guid isPermaLink="True">https://forums.galciv2.com/417485</guid><link>https://forums.galciv2.com/417485</link><pubDate>Mon, 17 Sep 2012 3:03:34 PM -0400</pubDate><pubDateParsed>2012-09-17T15:03:34-04:00</pubDateParsed><title>Custom Fleet Battle</title></item><item><author>Poozinsc</author><comments>https://forums.galciv2.com/141506</comments><description><![CDATA[I'm new to the game (love it) but am wondering if there exists a list of the standard ship types and the technologies necessary to acquire them.  Thanks,  Chris]]></description><guid isPermaLink="True">https://forums.galciv2.com/141506</guid><link>https://forums.galciv2.com/141506</link><pubDate>Fri, 28 May 2010 3:57:01 AM -0400</pubDate><pubDateParsed>2010-05-28T03:57:01-04:00</pubDateParsed><title>Default ship types</title></item><item><author>General Pants</author><comments>https://forums.galciv2.com/130802</comments><description><![CDATA[I realize this is pretty obvious, but it is odd that no one seems to be asking for bigger hulls. The HUGE hulls are pretty slow to make, so obviously a "GIGANTIC" hull would have to be very slow. It might be fun, though, striking fear into the hearts of your enemies with something it took years to build. If they were, say 120-150 spaces, and took 3x as long to build as a HUGE hull, they wouldn't be horribly debalancing to the game.  I dunno... anyone think that would be fun?  ]]></description><guid isPermaLink="True">https://forums.galciv2.com/130802</guid><link>https://forums.galciv2.com/130802</link><pubDate>Fri, 10 Apr 2009 4:55:51 AM -0400</pubDate><pubDateParsed>2009-04-10T04:55:51-04:00</pubDateParsed><title>Bigger ships?</title></item><item><author>Scoutdog</author><comments>https://forums.galciv2.com/322262</comments><description><![CDATA[Am I the only one who thinks that it is just a bit unrealistic that you can just draft an entire planet's population to put on a transport? I think the game needs some sort of of "recruitment" system that makes soldiers seperate from civilians. I have touched on this in another post but will go into more detail here:  Every turn, the computer takes your recruitment number (RePs), multiplies it by each planet's approval rating, maybe divides it by some other set number to balance it out ( I won...]]></description><guid isPermaLink="True">https://forums.galciv2.com/322262</guid><link>https://forums.galciv2.com/322262</link><pubDate>Fri, 07 Nov 2008 5:06:29 PM -0500</pubDate><pubDateParsed>2008-11-07T17:06:29-05:00</pubDateParsed><title>Recruitment System &amp; Soldiers: Added Dimension</title></item><item><author>Mascrinthus</author><comments>https://forums.galciv2.com/145724</comments><description><![CDATA[Since Dec. 2005 (I was a DL beta tester), I have complained the first strike advantage was exploitable! When it was announced that it was being removed in v1.2, I said at last! However, an exploitable attacker advantage remained. In a 1 on 1 battle where both the attacker and defender wipe each other out, the attacker should survive with 1 HP but in fact is restored to full health! Even without this bug, having the attacker survive with 1 HP means that high attack ships in 1 on 1 battles will al...]]></description><guid isPermaLink="True">https://forums.galciv2.com/145724</guid><link>https://forums.galciv2.com/145724</link><pubDate>Wed, 09 Jul 2008 7:55:59 AM -0400</pubDate><pubDateParsed>2008-07-09T07:55:59-04:00</pubDateParsed><title>Attacker Advantages are Exploitable!</title></item><item><author>Yodarkore</author><comments>https://forums.galciv2.com/316794</comments><description><![CDATA[ Okay guyz, I tought it could be a good idea to show ourself our "home made" ship naming strategies. The initial thread is in the "Strategies" Topic, here's the link to the thread:  Ships Naming Strategies &nbsp;.  &nbsp;  Here is my ship's naming chart, merely an upgraded&nbsp;copy/paste of what I posted on the thread above:  XYz1-[a name of my choice] IaM1  Let me explain:  XY is for the race's name design, in order to avoid naming conflict between different races similar ships.  &nbsp; ...]]></description><guid isPermaLink="True">https://forums.galciv2.com/316794</guid><link>https://forums.galciv2.com/316794</link><pubDate>Mon, 30 Jun 2008 9:54:48 AM -0400</pubDate><pubDateParsed>2008-06-30T09:54:48-04:00</pubDateParsed><title>Customs Ships - Ship Naming Chart</title></item><item><author>XCOM1985</author><comments>https://forums.galciv2.com/307115</comments><description><![CDATA[ Hello folks, Here's a link I read about with starships defenses. It's rather sad how the good races got shafted in this game for starship defenses due to scaling factors with offense modifiers VS defensive modifiers. I didn't believe it at first so i tested it out and it's true. See for yourself.     &nbsp;   https://www.galciv.wikia.com/wiki/Ship_combat   &nbsp;  &nbsp; &nbsp;  ]]></description><guid isPermaLink="True">https://forums.galciv2.com/307115</guid><link>https://forums.galciv2.com/307115</link><pubDate>Sun, 06 Apr 2008 7:48:55 PM -0400</pubDate><pubDateParsed>2008-04-06T19:48:55-04:00</pubDateParsed><title>Defense needs to be redone....dissapointing.</title></item><item><author>Wyndstar</author><comments>https://forums.galciv2.com/177693</comments><description><![CDATA[The AI is often very predictable in the ships it builds to fight against you.  Generally very few engines, and mostly all attack, with the possibility of a little defense thrown on if it thinks its figured out which gun you like to use most.  This single minded sort of approach is very easy to overcome with just a little bit of practice at fighting ships like this.  Now, no design is going to be perfect, as there is a constant arms race going on in a given game state and both sides are trying ...]]></description><guid isPermaLink="True">https://forums.galciv2.com/177693</guid><link>https://forums.galciv2.com/177693</link><pubDate>Thu, 14 Feb 2008 11:56:25 AM -0500</pubDate><pubDateParsed>2008-02-14T12:56:25</pubDateParsed><title>TA AI ship design enhancement</title></item><item><author>Emperor_Seth</author><comments>https://forums.galciv2.com/177600</comments><description><![CDATA[I heard that there will be new types of ships in TA. So i decided to post some ideas for new ship types, each one has a special componet that gives it a special ability.Enjoy Ship type name: Destabiltizer Ability:Makes any nearby ships withen 9 sectors, including your own, unable to move for 10 turns, but wait it gets better and better, after the stabletizing field depletes it causes the ships' engines begin to malfunction, moving from one random place to antother with out orders! After roami...]]></description><guid isPermaLink="True">https://forums.galciv2.com/177600</guid><link>https://forums.galciv2.com/177600</link><pubDate>Wed, 13 Feb 2008 5:56:49 PM -0500</pubDate><pubDateParsed>2008-02-13T17:56:49-05:00</pubDateParsed><title>Ship type ideas</title></item><item><author>FuzzyMatrix</author><comments>https://forums.galciv2.com/167300</comments><description><![CDATA[I always find a bit gimmicky that a fight for a whole planet should be done within not even 5 seconds on the screen or not even a year ingame.  maybe just: let bigger battles be over a few turns, and players chose the type of attack at each turn  It might be shorter/longer depending on odds or the type of attack (nuclear is quicker than all-infantry)   I don't really see what would make this complicated in any way to implement, but then I don't know the technical aspect]]></description><guid isPermaLink="True">https://forums.galciv2.com/167300</guid><link>https://forums.galciv2.com/167300</link><pubDate>Tue, 05 Feb 2008 12:04:52 PM -0500</pubDate><pubDateParsed>2008-02-05T09:04:52</pubDateParsed><title>TA: more exciting ground battles, simple implementation</title></item><item><author>Nequa</author><comments>https://forums.galciv2.com/174515</comments><description><![CDATA[I think that a campaign editor would be cool, and when I say that I mean a screen that were you could come up with a invasion plan, (example: fleet 13 invades Torian world Gladstone 2 while fleet 6 defends it aganst enemy attacks, spies will be sent to Hoth to slow production of ships ). You could also come up with defensive stratageis so you have a plan when the Drengian invade. Also spies could steal plans of the other races so you can modefy your attack and/or defense plans.  P.S (I would l...]]></description><guid isPermaLink="True">https://forums.galciv2.com/174515</guid><link>https://forums.galciv2.com/174515</link><pubDate>Sat, 02 Feb 2008 4:26:33 PM -0500</pubDate><pubDateParsed>2008-02-02T16:26:33-05:00</pubDateParsed><title>What I would like to see in Twilight of the Arnor</title></item><item><author>tiberius5</author><comments>https://forums.galciv2.com/173684</comments><description><![CDATA[hi im new to this form i personally love the same i have DA and is awsome i love the whole thing but i wish they mad the invasion like perhaps a rock,paper and scissor option each round and make the battle screen display perhaps for every 1 hundred troop it show one guy and it can be dont tactically each turn 1 soldier represent 100 of the army population and it move around in this map and the rock,paper scissor option can be like charge,defensive stance,retreat back(in the map to reposition) do...]]></description><guid isPermaLink="True">https://forums.galciv2.com/173684</guid><link>https://forums.galciv2.com/173684</link><pubDate>Fri, 25 Jan 2008 9:51:47 AM -0500</pubDate><pubDateParsed>2008-01-25T09:51:47-05:00</pubDateParsed><title>invasion idea and alittle of space battle idea</title></item><item><author>Emperor_Seth</author><comments>https://forums.galciv2.com/173454</comments><description><![CDATA[I was thinking of an idea for a TA campaign mission. Scinario name:Toxic warfare. Desription:Somewhere near the Drengia system, a Drengin terrorist organization called "The Chosen" are building spore weapons to use in a massive galactic attack on the galaxy.Your mission is to stop The Chosn before their weapons are finished! Objective 1:Destroy all enemy spore ships. Objective 2:Take out spore missle pads. Objective 3:Take troop transports to Elias, Deth , Syberean and Tyria. Objective 4:A...]]></description><guid isPermaLink="True">https://forums.galciv2.com/173454</guid><link>https://forums.galciv2.com/173454</link><pubDate>Tue, 22 Jan 2008 7:06:55 PM -0500</pubDate><pubDateParsed>2008-01-22T19:06:55-05:00</pubDateParsed><title>New TA campaign mission idea!</title></item><item><author>Temierus</author><comments>https://forums.galciv2.com/170298</comments><description><![CDATA[OK I know TA is being made and it might be too late for me to ask for this to be attempted but I think I would try anyway.  This is my idea, ships bombarding a planet, like maybe make a weapon that doesn't do anything in a space battle (or maybe it can) but when a ship with this is in orbit or next to the planet with this weapon and you invade you can have a bombard option. I was thinking that it would have some levels of research that allow it to take out more defenders but it would also take...]]></description><guid isPermaLink="True">https://forums.galciv2.com/170298</guid><link>https://forums.galciv2.com/170298</link><pubDate>Tue, 18 Dec 2007 4:20:07 PM -0500</pubDate><pubDateParsed>2007-12-18T16:20:07-05:00</pubDateParsed><title>Invasion Tactic</title></item><item><author>Xelanthol</author><comments>https://forums.galciv2.com/169929</comments><description><![CDATA[I don't know if this has been confirmed or not (just got home, havn't had time to browse) but will we be seeing some kind of teleporting thing? Like... A starbase can be converted into a stargate with a module, which at first would only allow tiny ships through. Each module (each one more expensive) would allow the next size up to travel through... Tiny-Small-Medium etc. These stargates would have to be connected to other stargates (obviously) and both would have to have the same level of starga...]]></description><guid isPermaLink="True">https://forums.galciv2.com/169929</guid><link>https://forums.galciv2.com/169929</link><pubDate>Tue, 11 Dec 2007 3:31:47 PM -0500</pubDate><pubDateParsed>2007-12-11T15:31:47-05:00</pubDateParsed><title>Starbase--&amp;gt;Warp Portal/Stargate</title></item><item><author>Stanley Tarrant</author><comments>https://forums.galciv2.com/165713</comments><description><![CDATA[Stardock or anyone else who can share with me, first off, will Twilight of the Arnor be abbreviated as TA or ToA or T of the A?  Also, I was wondering if anyone from Stardock can give me and other players a more detailed account of what planatary invasion animation and other planatary invasion changes are being made with this new expansion pack.  You guys boast about the improved improvement graphics, star graphics, planet graphics (which I am very greatful for btw), but what desperately neede...]]></description><guid isPermaLink="True">https://forums.galciv2.com/165713</guid><link>https://forums.galciv2.com/165713</link><pubDate>Mon, 10 Dec 2007 8:28:22 AM -0500</pubDate><pubDateParsed>2007-12-10T08:28:22-05:00</pubDateParsed><title>Stardock, what planetary invasion changes will there be in TA?</title></item><item><author>Xelanthol</author><comments>https://forums.galciv2.com/169924</comments><description><![CDATA[Alright, these are just some random ideas, but take a read.  Surface Thrusters Component: Gives troop transports X%+Y% chance to re-enter orbit after having dropped off troops if the attack fails, if the attack is a success then the ship has a much greater chance of not being destroyed and staying in orbit.  Basically the way this works is that it gives your troop-droppers a chance to be re-used, leading for an opening for expensive but kewl combat transports. The percent is based on the cha...]]></description><guid isPermaLink="True">https://forums.galciv2.com/169924</guid><link>https://forums.galciv2.com/169924</link><pubDate>Mon, 10 Dec 2007 8:16:54 AM -0500</pubDate><pubDateParsed>2007-12-10T08:16:54-05:00</pubDateParsed><title>Surface Component Ideas</title></item><item><author>MaxAstro</author><comments>https://forums.galciv2.com/166339</comments><description><![CDATA[So, this is something I'd really like to see:  The ability to build "Interplanetary Missile Silo" improvements on planets.  This improvement would allow the planet to (with some kind of firing cost/delay between shots) fire missiles at other worlds (possibly with some kind of range limit, but it would have to be a big range to be useful; maybe upgraded levels of the improvement with stronger missiles/better range?).  The missiles would move across the galaxy map at a certain speed, on auto-pil...]]></description><guid isPermaLink="True">https://forums.galciv2.com/166339</guid><link>https://forums.galciv2.com/166339</link><pubDate>Thu, 06 Dec 2007 1:36:48 PM -0500</pubDate><pubDateParsed>2007-12-06T13:36:48-05:00</pubDateParsed><title>Interplanetary Missiles</title></item><item><author>Emperor_Seth</author><comments>https://forums.galciv2.com/168551</comments><description><![CDATA[When i first bought Galciv II last year, i thought that land and space battle would be played like an rts, but i was wrong.Should land and space battles be played like an rts in next year Galciv 2.0?]]></description><guid isPermaLink="True">https://forums.galciv2.com/168551</guid><link>https://forums.galciv2.com/168551</link><pubDate>Fri, 23 Nov 2007 2:46:55 PM -0500</pubDate><pubDateParsed>2007-11-23T14:46:55-05:00</pubDateParsed><title>Space and land battles</title></item><item><author>ottila2</author><comments>https://forums.galciv2.com/166806</comments><description><![CDATA[Does anyone have some good stratgies for GalCivII because it seems the computer is one step ahead of me every time I play.]]></description><guid isPermaLink="True">https://forums.galciv2.com/166806</guid><link>https://forums.galciv2.com/166806</link><pubDate>Sat, 03 Nov 2007 4:43:42 PM -0400</pubDate><pubDateParsed>2007-11-03T16:43:42-04:00</pubDateParsed><title>A new guy new guy needs help</title></item><item><author>SporadicDolphin313</author><comments>https://forums.galciv2.com/148234</comments><description><![CDATA[Post deleted  ]]></description><guid isPermaLink="True">https://forums.galciv2.com/148234</guid><link>https://forums.galciv2.com/148234</link><pubDate>Sun, 14 Oct 2007 7:59:39 AM -0400</pubDate><pubDateParsed>2007-10-14T07:59:39-04:00</pubDateParsed><title>Delete</title></item><item><author>AdelaideBread</author><comments>https://forums.galciv2.com/161073</comments><description><![CDATA[Here are just a few ideas I had for improving warfare and ships in Galciv.  - Maximum ship size shouldn’t be solely dependant on the technology of the day. Certainly massive ship sizes and special ship classes should require certain technologies, but in general, it should be the things you can mount on a ship that are most determined by your technology, not the fact that you can build a ship. After all, you can build a colony ship from the start. That’s quite a feat to pull off for a society t...]]></description><guid isPermaLink="True">https://forums.galciv2.com/161073</guid><link>https://forums.galciv2.com/161073</link><pubDate>Mon, 27 Aug 2007 9:59:28 AM -0400</pubDate><pubDateParsed>2007-08-27T09:59:28-04:00</pubDateParsed><title>On ships, fleets and battles</title></item><item><author>gr439</author><comments>https://forums.galciv2.com/161016</comments><description><![CDATA[I would like to make a suggestion to the GalCiv gaming development team.  When the space battles take place, and since the user has really no control of the ships... why not make a cinematic view of the battles where you can watch things going on inside the ships, crew faces, viewscreens, lights inside the ship going on and off, consoles sparking, voices of people talking to each other, also outside views of the battles.. like it is now, except automatically focus in on interesting parts like a ...]]></description><guid isPermaLink="True">https://forums.galciv2.com/161016</guid><link>https://forums.galciv2.com/161016</link><pubDate>Fri, 24 Aug 2007 2:40:35 PM -0400</pubDate><pubDateParsed>2007-08-24T14:40:35-04:00</pubDateParsed><title>Battlescenes suggestion</title></item><item><author>Mucinel</author><comments>https://forums.galciv2.com/154856</comments><description><![CDATA[  Without any thought whatsoever to complain or flame this game ( which i find absolutelly delicious and have tons of fun with ) i am painfully missing the tactical combat phase i first saw in master of orion. Without it, ship or fleet combat is simply a battle of numbers,  or better yet, an extension of the superbly implemented economics : Build economy, build your fleet, build a better and bigger fleet, crush your opponnent's smaller fleet. In the end, it's the battle of economics, whoever ca...]]></description><guid isPermaLink="True">https://forums.galciv2.com/154856</guid><link>https://forums.galciv2.com/154856</link><pubDate>Sat, 30 Jun 2007 8:05:07 AM -0400</pubDate><pubDateParsed>2007-06-30T08:05:07-04:00</pubDateParsed><title>Tactical Combat</title></item><item><author>Phenylman</author><comments>https://forums.galciv2.com/154702</comments><description><![CDATA[Hi, people...   I just thought about this and am not sure whether this has been suggested, so I will just give it a shot.   In Galciv2, spaceships have "moves", which are determined by the given speeds.   I recall that in some turn-based strategy games, a unit would be unable to fightback during other players' turns if it already has no more moves left.   Would similar method apply finely in Galciv2 ? ]]></description><guid isPermaLink="True">https://forums.galciv2.com/154702</guid><link>https://forums.galciv2.com/154702</link><pubDate>Sat, 09 Jun 2007 3:47:39 PM -0400</pubDate><pubDateParsed>2007-06-09T15:47:39-04:00</pubDateParsed><title>Moves of Starships</title></item></channel></rss>